I’ve been waiting to see some changes to water terrain for a while. It is the one thing that feels left out with all the improvements to lighting and other terrain. Good to see a step in the right direction and hopefully there will be more improvements in the future! Good update.
I think this could be another improvement to add to this update ^
Thank you for this amazing update, it sure helps with having prettier water sources in our games, are there any plans on getting us a function to get the height in water?, be it with raycast (preferably) or some other method so we can animate boats and other stuff based off the wave heights?
I believe a water block would have literally removed a lot of the complaints about this specific water issue. You would just place a block and it wouldn’t look edgy, but whatever, I welcome this update!
I can’t help but feel like it’s a mistake that the existing terrain has to be “processed” for this to work. I was expecting this feature to just retroactively work on existing terrain without the need for a tool to update voxel occupancies (or whatever it’s doing) for it to work.
I understand the upside to this approach is that the existing broken shorelines can stay broken until the developer decides to fix them with this new tool. But since the existing shorelines were already broken to begin with I don’t think anyone really minds if their existing terrain gets automatically fixed.
Also the process for creating a shoreline (not even a smooth one) is still a pain.
Here’s how using the fill tool alters the occupancy of nearby voxels it shouldn’t be.
The replace tool and the sea level tool provides better results than the fill tool because it doesn’t alter the occupancy of nearby voxels like the fill tool does. But the issue with these tools are that the handles are massive and you can’t resize the affected region voxel by voxel like you can with the fill tool.
Incredibly shallow shoreline created with sea level / replace tool.
It would be nice if we could select a region and use the shoreline processing tool multiple times instead of just once across the entire map. Though not processing anything to begin with would be better.
How are you creating the water? My testing with Terrain:FillBlock() seems to create smooth shorelines properly.